APPENDIX I:

The Prime Material Planes



 
 
 
 
Reaching the PMPs Types of Alternate Prime Material Planes Survival in Prime Material Planes Player Characters in Alternate Primes Examples of Alternate Prime Material Planes
- - - - Manual of the Planes

    The Prime Material planes, also called the Primes, are the universes
most familiar to players of the AD&D game. Almost all
campaigns begin on one of the Prime Material planes. The inhabitants
of each of these planes refer to their plane as the Prime
Material plane, considering all other Primes to be alternate Prime
Material planes. In reality, all such planes are similar and equally
valid Prime planes. The majority of the rules created for the
AD&D game are designed for these Prime Material planes.
 
 

Reaching the Prime Material Planes
    Travelers usu. begin their journeys in their own PMP.
Each PMP is bordered on all sides by
an Ethereal plane. The inner planes can be reached throughthe
Ethereal or by the proper gates. Openings can be created from
the PMP to the Astral plane at any location in the
PMP. The outer planes can be reached via the
Astral plane and by unique gates as well.

    Each PMP has its own Ethereal separate
from those of other PMPs. Thus it is not possible
to travel from one Prime Material to another via the Ethereal
planes (there is only one of each inner planee), so it is possible to
travel from a Prime Material to an Ethereal to an inner plane to an
alternate Ethereal and from there to an alternate Prime Material.
The Astral reaches all PMPs directly.

    There are no spells designed to take the caster from one Prime
Material to another, though there are spells that enable a traveler
to eventually reach an alternate Prime Material via other planes.
The plane shift spell moves the targets to another Prime Material,
though the precise length and material of the required tuning fork
used must be known (and experimentation has proven hazardous
to the experimenter's life).

    Magical items, such as the amulet of the planes or well of many worlds,
can also open ducts between PMPs, and
allow passage between the planes. There are also free-standing
gates, whose origins are unknown, that enable passage between
planes. These gates are often protected by powerful beings or
guardians and are hidden from common knowledge.

    Finally, the psionic ability probability travel enables the caster
to become physically immaterial and travel to other Prime Material
planes. The psionic traveler can also enter his own or other
Ethereal planes, at which point he becomes physically ethereal.

Types of Alternate Prime Material Planes

    There are conceivably an infinite number of Prime Material universes
composing an all-encompassing Polyverse. The discovery
and cataloguing of all such entities would defy even the Deities of
the outer planes. In discussing the differences between alternates
PMPs, there are three factors that are normally considered:
a physical factor, a magical factor, and a temporal factor.

    The inhabitants of each PMP considers themselves
to be the center of the Polyverse (if they even realize that
there are other PMPs). For the traveller's home
Prime plane, the physical, magical, and temporal factors are considered
to be all zeroes. The factors of other PMPs are all
relative to this plane. For the purposes of this
discussion, a standard AD&D campaign has a rating of 0,0,0.

    The effects of varying physical, magickal, and temporal factors
may duplicate the conditions encountered in xisting planes and
demi-planes.

    The physical factor (PF) is a measure of the level of scientific
reality in the plane.

Positive physical factors indicate that the
laws of science have a firmer hold in this Prime plane than in the
traveller's home Prime. Chemical reactions perform in certain,
large creatures such as dragons do not hav sufficient lift to fly,
and huge creatures such as giants may not be able to support their own weight. <also, should be inversed: dragons are bigger than giants, generally>

Negative physical factors indicate a
lower level of reality than in the traveller's Prime plane. Animals
might hav full sentience and be able to TALK in common and wear
clothes, inanimate objects might MOVE of their own volition, flight
is possible without wings, and such matters as chemical reactions
and gravity become subjectiv to the user.

The following table can be used as a guideline for determining
conditions in a Prime plane according to the physical factor (factor
is either chosen by the DM or rolled randomly--1d10 for value
of factor, 1d4 for whether it's negativ || positiv [odd roll = negativ,
even roll = positiv]).
 
PF Typical Effects d12
10 Sentience impossible. All matter reacts with all other matter in a explosive fashion.  1
8 All liquid matter can be used as fuel or explosives. Creatures over four feet high impossible. Electrical discharges (lightning) impossible.  2
6 Creatures over 10 feet tall unlikely. Certain gases and liquids inert.  3
5 Bipedal creatures over 10 feet tall unlikely. Flight restricted to small hollow-boned creatures. Most liquids and gases inert, but combustion such as that found in gasoline engines and firearms possible.  4
3 Flight possible for large hollow-boned creatures. Explosive chemical reactions such as those found in firearms are erratic. Creatures over 10 feet tall possible.  5
1 Flight possible for most winged creatures. Sentience and language possible for most intelligent creatures. Firearm combustion impossible.  6
0 Language possible for most intelligent creatures. Animation of inanimate objects possible. Size does not limit flight ability or intelligence.  7
-1 Flight possible by thought or super-developed powers. Most flammable substances inert.  8
-3 Sentience and gigantism in normally nonsentient creatures--giant white rabbits possible.  9
-5 Gravity determined locally. Fire can exist without consuming its fuel source. 10
-7 Nonsentient items like chairs, trees, etc., become fully aware. Humanoid form no longer the norm among civilizations. 11
-10 Entire plane is aware, including all elements. Instantaneous movement by thought. Elements exist in their pure states. 
Further negative shifts indicate all component elemental parts return to their own planes. 
12

    The magickal factor (MF) represents the degree to which the
Alternate plane is permeated by magickal energy. Higher magickal
factors indicate that a greater # of the pop. is capable
of using these magickal abilities, and the strength && duration
of those magickal abilities increase.
 
MF Typical Effects d11
10 Universal spell casting among all races capable of sentient thought -- power limited only by imagination. These planes soon dissolve into a number of demi-planes ruled by individuals.  1
8 All spell effects are visible. Spells of 11th-level magic are possible. No saving throws against magic.  2
5 Spells of 10th-level magic are possible. Magic-users can CAST an unlimited amount of spells per day.  3
3 Spells of 9th-level magic are possible. Magic-users do not need to study from spell books, nor do clerics need to pray for spells. All individuals of sentient races can cast spells.  4
1 Most individuals of sentient races can cast spells.  5
0 Most individuals of sentient races can cast spells, if given proper training. Magic-users must study their spells and clerics must pray for spells.  6
-1 Maximum of 8th-level spells possible. Rare individuals of one or two sentient races can cast spells.  7
-3 Maximum of 6th-level spells possible. Clerics gain only 1st- and 2d- level spells.  8
-5 Spells that rely on Powers of other planes do not operate. Maximum of 3d-level spells possible.  9
-7 No spells operate. Creativity and imagination are uncommon among sentient creatures. Songs disappear. 10
-10 No magic, creativity, or imagination exist. Beyond this point, sentient life is impossible.  11

<to keep it simple, a 10th level spell is a combination spell>
<as per spell research in the DMG, when you combine two spells, it is L+L+1=L>
    <example, something that combines magic missile & sleep is a L3 spell>
<in order to cast 10th level spells, one must be 20th level>
<when memorizing spells for the day, combine spell splots, in order to get a 10th level spell>
    <example: a L9 and L1 spell slot can be combined for a L10 spell>
    <example: a L5 and L5 spell slot can be combined for a L10 spell>

<in order to cast 11th level spells, one must be 22nd level>

    The temporal factor (TF) is a measure of how closely linked the
particular plane is to the traveller's PMP. A high temporal factor
indicates that the two planes diverged widely in
the far past, so that evolution or the formation of continents is
different. A negative factor indicates a the plane is very similar to
the traveller's Prime, perhaps being a version of the traveller's
Prime's past or future.
 
TF Typical Effects d11
10 Planetary situation and connection with other planes wildly different than Prime. Differently colored sun, lack of atmosphere, etc. 1
8 Life exists on this plane, but is alien in nature--breathes methane, is not carbon-based, etc. Environment may be hostile to travelers.  2
5 Earth-like planet, alien life but familiar types to the travelers (reptiles, mammals, dragons, etc.) Most forms of life missing.  3
4 Earth-like planet, familiar creatures and sentient beings (dwarves, elves, etc.). Continents are in different patterns.  4
1 Continents in familiar patterns, familiar creatures and sentient beings. Society and individuals different.  5
0 Continents, life, and society similar to home plane. Individuals who resemble companions exist, though their actions, attitudes, and alignments may vary from those of the traveler's Prime plane.  6
-1 Plane similar to traveler's Prime, but exists up to a week in the past or future.  7
-3 Plane similar to traveler's Prime, but exists up to a year in the past or future.  8
-5 Plane similar to traveler's Prime, but exists up to a century in the past or future.  9
-7 Plane similar to traveler's Prime, but exists up to a millenium in the past or future.  10
-10 Plane is similar to traveler's Prime, but exists millions of years in the past or future. 11

<
0.6.9-
pf0 = Language possible for most intelligent creatures. Animation of inanimate objects possible. Size does not limit flight ability or intelligence.
mf6 = Spells of 10th-level magic are possible. Magic-users can cast an unlimited amount of spells per day.
tf-9 = Plane is similar to traveler's Prime, but exists up to a millenium in the past or future.
>

    Most easily reached alternate PMPs have low values for
their physical, magickal, and temporal factors. Moving
from one AD&D campaign to another might involve no change in
the physical && magickal factors and a change of 3 or 4 in the temporal factor.

    The xistence of negative temporal factors brings up a brief
digression on time travel. In the AD&D universe, it is not possible
to travel into one's own past (at least this has not yet been proven).
But a traveller can effectively accomplish this test by
finding (or stumbling onto) an alternate PMP w/
zeroes for its physical && magickal factors and a low negative
# for its temporal factor.

Survival in Prime Material Planes

    A native of the PMP should be comfortable in
other alternate Primes within a factor of 5 in either direction on the
physical factor chart. Changes beyond that indicate that the
world's alien nature is insufficient to maintain that character's
life.

    Beings retain abilities allowed by the physical factor of their
home plane even if they travel into alternate planes whose physical
factors forbid those abiliites--a giant white rabbit can survive
if brough into a +3 physical factor plane.

    Unlike the physical factor; a plane's magickal factor seriously
affects the abilities of beigns that come from planes with very different
magickal factors. An individual's spells && spell-like abilities
are limited by the magickal factor of the plane he enters--a
high-level wizard would be powerless in a -6 magickal factor
plane. A pixie who is brought into a -6 magickal factor plane

    In general, physical laws and processes proceed similarly in all
Prime planes. The passage of time, the effects of gravity<>, the limits
on vision, and bodily requirements all follow the same general
areas in all Prime planes--volcanoes, storms, deserts, etc.--but
there is no general hostility of any alternate PMPs
to travellers.

Encounters in Alternate Primes

    Encounters vary from Prime to Prime as these are complete
worlds in themselves. Adapt standard encounter tables according
to the physical, magickal, and temporal conditions of each
plane.

Combat in Alternate Primes

    Combat functions normally in most alternate Primes, but at
higher physical factors, conditions allow unusual weapons while
other weapons become useless.

Magic in Alternate Primes

    Magical functions are limited by the by the magickal factor of the plane.
All spell casting is limited, regardless of type. Abilities that are NOT
restricted can be used fullly.

Player Characters in Alternate Primes

Magick-Users and Illusionists

    Relearning spells is limited by the magickal factor of the plane
they occupy. Should they MOVE to another PMP,
they are limited as for the leser of the two magickal factors (that
of their home plane and of the plane they currently occupy).

Clerics and Druids

    See the limitations under the magickal factor. Additional notes:

    * The inner, Astral, and outer planes are the same for all alternate
PMPs, thus a cleric whose deity is in an
accessible plane can regain spells normally. A cleric whose deity
resides in another Prime Material || Ethereal plane can regain
only 1st- and 2d-level spells.

    * Clerics can TURN undead normally.

    * Druids can USE their druidical special abilities in planes
whose physical factors are within 2 of that of their home plane.

Thieves

    Thieving abilities function normally in other Prime planes.

Fighters

    All fighter abilities function normally.

Rangers

    Rangers retain their tracking ability in planes whose physical
factors are within 2 of that of their home plane.

Barbarians

    Barbarians retain their barbarian skills in planes whose physical
factors are within 1 of that of their home plane.

Cavaliers

    All cavalier abilities function normally.

Paladins

    Paladins magickal abilities are limited according to the magickal
factor of the alternate PMP. The paladin's mount
retains its sentience in other planes.

Monks

    All monk abilities function normally.

Examples of Alternate Prime Material Planes

    A standard AD&D campaign occurs in a plane with a rating of
(0,0,0). Alternate campaigns using the same rules have the same
physical factor, a magickal factor that varies by 1 || 2, and a temporal
factor that varies by a max. of 5.

    A typical 20th c. world has a rating of (5, -4, 5) though the
magickal rating varies according to the nature of the campaign.
 


Richard wrote:
Gary, I just figured out how a lower-lower-class cleric can exist in ADandD 1st edition and how that character with a wisdom of 9 can be high enough in level to cast 5 fifth level magic spells per day. In accord with Jeff Grubb's Manual of the Planes, I can be a character in a plane of existence that has a high magical factor. Other than that, if I abide by the general rule for a plane of existence with a zero or normal magical factor, I can be a lesser cleric with a middle-middle-class social-economic status. For a lesser cleric with a MMC social-economic status in accord with your Unearthed Arcana book for ADandD 1st edition, up to what is my maximum level of cleric allowed as a lesser cleric? A middle-middle-class social-economic status is my favorite and I want my character in the world of ADandD 1st edition to be LLC to MMC with MMC as my favorite.


Of you consider Grubb's work a valid part of AD&D, God bless you...

Cheers,
Gary
 


deimos3428 wrote:
Ouch! What's wrong with it, in your opinion? I wouldn't necessarily add anything from MoP to my campaign, but I found it to be a very useful catalyst for creative thought.


You are asking that of the original author of the AD&D game?
The short answer is that Jeff's vision of the planes had was not in the spirit of the AD&D game as written.
Perhaps it fit with 2E, that I can not say.

Cheers,
Gary
 


Julian Grimm wrote:
I imaging his primary concern was that Manual Of the Planes discolored the original concepts.

Indeed, it blackened the intent, made me see red even as I felt blue.
After a brown study I determined to feel in the pink by expressing my opinions in black and white.
So after eating an orange and an olive and picking a violet, I felt buff enough to do so, even though the combination of food I had eaten made me feel a bit green.

Cheers,
Gary


10th level spells

11th level spells

Quest Spells (Tome of Magic, page 112)
112
Abundance (alt: creation, plant)
Animal Horde (alt: animal, summoning)
Circle of Sunmotes (alt, i/e, nec: sun)
113
Conformance (c/s, i: law)
Elemental Swarm (c/s: elemental/summoning)
etc.